Angus Antley
2679a3a30d
changed the naming of the middle joint from secondary target to midJoint, also generalized the handling of the neck head rotation after the middle spline is updated
2019-01-27 16:30:13 -08:00
amantley
f2a7f37950
got rid of the lag in the spline code by setting the flex coeffs to 1.0
2019-01-25 17:11:07 -08:00
amantley
bcbd9323c0
Merge remote-tracking branch 'upstream/master' into animSplineIK
2019-01-25 14:42:24 -08:00
amantley
446d7b9514
added the flex coeff for the primary and secondary spline targets to the json
2019-01-25 14:41:18 -08:00
amantley
992820cd67
removed unnecessary hand update function for two bone IK
2019-01-25 11:34:18 -08:00
amantley
71df614989
put all the hand update code in one function that works for two bone IK
...
and legacy animInverseKinematics Ik
2019-01-25 11:28:51 -08:00
Shannon Romano
fd04996853
Merge pull request #14755 from hyperlogic/bug-fix/joint-mesh-name-collisions
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Bug fix for avatars that have mesh/joint name duplicates
2019-01-25 09:59:44 -08:00
amantley
bc635306ea
added interp from enabled to disabled and vice versa
2019-01-24 22:28:40 -08:00
amantley
2574e82184
cleaned up print statements
2019-01-24 19:47:27 -08:00
amantley
e7941f78d6
adding the shoulder rotation back in
2019-01-24 17:17:39 -08:00
amantley
37f92d2319
added code to read tip and base var info from the json
2019-01-24 17:02:30 -08:00
amantley
cdd03646c2
latest spline code with ik node removed started cleanup
2019-01-23 17:22:13 -08:00
John Conklin II
1768d91780
Merge pull request #14733 from hyperlogic/bug-fix/translation-precision
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Avatar Protocol: Fix for precision issues with translation
2019-01-23 14:07:58 -08:00
amantley
dbd03e2eb4
got the spline arms and legs working without any inverse kinematic node in the json, using _withIKnode.json
2019-01-22 11:53:18 -08:00
Anthony Thibault
5146f3dfae
Bug fix for avatars that have mesh/joint name duplicates
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This change has two parts. First we do a better job of identifying joints vs meshes in the FBXSerializer.
Second we use this information to better handle duplicate names in AnimSkeleton.
When a duplicate is detected, allow joints to override meshes.
This will ensure that when joints are looked up by name we will not return a mesh object with the same name by mistake.
2019-01-22 10:47:01 -08:00
amantley
8d88c627b0
nearly have the arms legs and back working with out the ik node
2019-01-21 17:41:08 -08:00
amantley
6680ca53ad
added updateHands2 which deals with two bone hands animvars
2019-01-20 08:56:39 -08:00
amantley
3a2697fa8c
working on the two bone ik for the hands
2019-01-18 17:55:19 -08:00
amantley
7115796fc4
version with spline from Spine2 to head
2019-01-18 16:47:55 -08:00
amantley
4a6d5e4187
both head and spine2 spline to working in consecutive order
2019-01-18 15:50:29 -08:00
amantley
7777162351
got the spine2 rotationa and the head spline working
2019-01-18 15:28:41 -08:00
Anthony Thibault
e68a8794ce
Remove unused variable
2019-01-17 16:18:43 -08:00
Anthony Thibault
286f23d512
Updated protocol version and fixed bugs
2019-01-17 15:19:54 -08:00
amantley
e5b16ef174
implemented the splineIK in animSplineIK.cpp, todo: disable animinversekinematic.cpp
2019-01-16 18:31:52 -08:00
amantley
33ff5188c1
adding the spline code to the splineik class
2019-01-15 18:28:29 -08:00
Seth Alves
b71f4e0204
remove commented-out code
2019-01-11 15:53:49 -08:00
Seth Alves
ecb34450bd
quiet uneeded logging
2019-01-11 15:53:49 -08:00
amantley
bd9405aef8
add arm ik class for cleanup of inverse kinematics
2019-01-10 10:27:15 -08:00
amantley
3b5d8db650
updated the json to have a spline node at the root
2019-01-08 17:33:14 -08:00
amantley
4fd80ff6bc
implementing the spline ik for the spline as an anim node
2019-01-08 15:26:46 -08:00
Angus Antley
77fa4e7d13
took out the unnecessary hfm.jointindex code
2018-12-16 17:29:16 -08:00
Shannon Romano
a3c870ed90
Merge pull request #14479 from sabrina-shanman/hfm_mimetype
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(case 20037) Add robust MIME type detection for loading models in ModelCache
2018-12-11 18:41:55 +00:00
amantley
edab74caa4
mapped the model joint names to hifi compliant joint names in FBX serializer
2018-12-04 16:20:46 -08:00
Angus Antley
a73f74d63c
Merge remote-tracking branch 'upstream/master' into jointNameMapping
2018-11-30 21:29:29 -08:00
amantley
ad777201f6
changed comment and cleaned up variable name in getJointName
2018-11-27 15:08:50 -08:00
amantley
579e2dd2ee
removed unnecessary mirror joint code and cleaned up whitespace in rig.cpp
2018-11-27 14:10:20 -08:00
sabrina-shanman
98853b5d1d
Move FBXSerializer import by AnimationCache to source file
2018-11-26 16:30:18 -08:00
amantley
fb7b503ce9
removed unnecessary iteration of the joint name mapping in AnimSkeleton.cpp
2018-11-26 13:48:00 -08:00
amantley
26fc53ef78
cleaned up whitespace and removed debug prints
2018-11-26 11:08:59 -08:00
amantley
746c5ed621
we can now handle missing joints and extra joints
2018-11-21 15:46:54 -08:00
amantley
a488364976
fixed mirroring helper functions contains left and contains right
2018-11-20 17:14:35 -08:00
amantley
572cdcd008
remapping is now able to work remains to clean up code and check for gotchas from old fst code
2018-11-20 17:09:37 -08:00
sabrina-shanman
be511378cd
Merge branch 'master' into hfm_serializer
2018-11-20 13:42:24 -08:00
amantley
1fd03102c5
debugging name mapping code
2018-11-19 17:40:43 -08:00
amantley
eb00435353
removed whitespace
2018-11-16 10:35:50 -08:00
amantley
f9829c270d
merged new fbx.h
2018-11-15 10:19:04 -08:00
amantley
c8cd65c3bd
added getter for the orginal cluster bind matrix values in AnimSkeleton
2018-11-15 09:58:10 -08:00
amantley
80ebde1036
started cleanup of pr
2018-11-14 17:27:45 -08:00
amantley
8256c652fc
added the hook to put the copy of the mutated bind poses into tthe skeleton
2018-11-14 17:02:25 -08:00
sabrina-shanman
e08bc7296f
Merge branch 'master' into hfm_serializer
2018-11-13 15:41:49 -08:00
amantley
a8d7b0503d
removed more cruft
2018-11-13 14:24:18 -08:00
Brad Hefta-Gaub
bb2239c0bd
Merge pull request #14359 from howard-stearns/no-url-logging
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remove urls from logs in Interface
2018-11-13 13:19:30 -08:00
amantley
c80ade98ec
cleaned up white space
2018-11-13 12:10:10 -08:00
Brad Hefta-Gaub
153b8920be
Merge pull request #14348 from sabrina-shanman/hfm_library
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(case 19302) Create the HFM library and namespace
2018-11-13 12:03:53 -08:00
amantley
f83edf4b7f
joint offsets working. reset working. to do: handling extra joints
2018-11-13 11:29:01 -08:00
Howard Stearns
ad7266062d
Merge branch 'master' of github.com:highfidelity/hifi into no-url-logging
2018-11-13 10:33:27 -08:00
John Conklin II
85e5c1d6ef
Merge pull request #14363 from SimonWalton-HiFi/scale-avatar-joint-translations
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Send avatar-joint translations at world scale
2018-11-13 10:04:30 -08:00
sabrina-shanman
f971294d6d
Make HFMSerializer return a smart pointer to an HFMModel
2018-11-12 16:12:21 -08:00
sabrina-shanman
00f2b4eeb9
Make the existing model serializers based on HFMSerializer
2018-11-12 16:12:20 -08:00
sabrina-shanman
83cc90ace0
Re-name GLTFReader to GLTFSerializer and do the same for other model readers
2018-11-12 16:12:20 -08:00
sabrina-shanman
753557736e
Merge branch 'master' into hfm_library
2018-11-12 15:03:30 -08:00
amantley
bcd651a65d
adding the member variable to keep track of the orig bind matrices to fbx.h
2018-11-12 14:39:48 -08:00
amantley
3f732baf86
Merge remote-tracking branch 'upstream/master' into avatarPipelineOffsets
2018-11-12 14:38:17 -08:00
Howard Stearns
66ae01e0c3
Merge branch 'master' of github.com:highfidelity/hifi into no-url-logging
2018-11-12 12:55:20 -08:00
amantley
5bb2378cd9
changes to get the engineer working
2018-11-09 15:10:14 -08:00
Angus Antley
fd365b5509
added debug print to fbx reader to see if the fst is being read correctly
2018-11-09 07:22:36 -08:00
Angus Antley
dce040978c
works two joint avatar with luis's new code. remains to do the engineer
2018-11-09 01:31:27 -08:00
Angus Antley
e36ab9efd6
cleaned up for merge with luis
2018-11-09 00:44:52 -08:00
Angus Antley
244b768b9a
fixed the absolute default joint poses so they work for the 2 joint avatar
2018-11-08 23:42:50 -08:00
amantley
2cd3575e32
merged with master with hfm file changes
2018-11-08 17:31:49 -08:00
amantley
8735b409ab
in the process of changing the rotation application to being absolute joints not local
2018-11-08 17:12:10 -08:00
amantley
6b4620b4a1
working on the input mapper problem for the offset rotations
2018-11-07 17:32:23 -08:00
amantley
1dbccc814b
working on the ik dislocation caused by the offsets, head is what I am working on
2018-11-06 17:35:53 -08:00
Simon Walton
f88168bdfb
Send avatar-joint translations at world scale
2018-11-06 17:29:02 -08:00
Roxanne Skelly
cef7000a72
Case 19754 - Remove logging URLs and related file locations.
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The goal is to strip out data that can be used by untoward users in
copying models, avatars, etc.
2018-11-06 16:24:32 -08:00
amantley
e52f2ab7d6
works for two joints now
2018-11-06 14:14:57 -08:00
luiscuenca
0f1b12475e
Use clamp
2018-11-06 10:15:17 -07:00
luiscuenca
0f183b409b
Fix warnings
2018-11-06 10:08:06 -07:00
luiscuenca
f9b6d3dc6f
Merge addTransitAPI branch
2018-11-05 19:02:35 -07:00
amantley
f0c02bb49b
more debug
2018-11-05 17:36:54 -08:00
amantley
484eb8ba09
debugging unity offsets
2018-11-05 14:56:58 -08:00
sabrina-shanman
2801f324b7
Switch references to HFM to the HFM lib and remove HFM classes in FBX
2018-11-05 12:47:34 -08:00
sabrina-shanman
30eb360f62
Convert remaining HFMModels called model to hfmModel, and rename some missed local variables
2018-11-05 12:07:17 -08:00
amantley
d231a35dfa
changes to get spine2 and neck to work almost there
2018-11-05 08:35:01 -08:00
amantley
5392d21b1c
loading test file to check rotation offsets
2018-11-02 17:59:18 -07:00
sabrina-shanman
cbca77b12f
Rename HFMGeometry to HFMModel and adjust related variables
2018-11-01 17:17:48 -07:00
amantley
64d8fa6875
added the const argument to the AnimSkeleton constructor that allows the offset rotations to be passed in
2018-11-01 13:33:03 -07:00
amantley
f1d9ab76b4
Merge remote-tracking branch 'luis/readRotationOffsetsFromFst' into avatarPipelineOffsets
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merging code from luis case #19420 for getting the rotations from the
fst into the rig class
2018-10-31 10:29:58 -07:00
luiscuenca
c070bce2ec
Read joint rotation offsets from .fst
2018-10-31 08:39:35 -07:00
amantley
e24f10a125
debugging offset vector
2018-10-30 17:33:28 -07:00
sabrina-shanman
becee7f010
Re-name FBXGeometry to HFMGeometry and do the same for related classes
2018-10-30 17:28:42 -07:00
amantley
339ecb1faa
adding the offsets to the AnimSkeleton.cpp
2018-10-30 16:54:34 -07:00
Jeff Clinton
eb383b1d09
Merge pull request #14040 from hyperlogic/feature/acceleration-limit-filter
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Quality Improvements to Avatars driven by Vive Trackers
2018-10-25 08:51:59 -07:00
Jeff Clinton
67fe43ebb1
Merge pull request #14243 from hyperlogic/bug-fix/small-jumping-avatars
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Small avatars now have a minimum jump height of 0.25 meters
2018-10-24 17:08:28 -07:00
luiscuenca
fa67e1b269
Remove logs and magic numbers
2018-10-23 11:51:15 -07:00
luiscuenca
afc76fec72
Added overrideNetworkAnimation and restoreNetworkAnimation methods
2018-10-22 15:20:32 -07:00
Luis Cuenca
e1c760b566
Merge branch 'master' into transitAddAnimation
2018-10-20 15:30:23 -07:00
luiscuenca
f8d67d124f
Hold flickering fixed and refactor
2018-10-20 15:22:25 -07:00
Seth Alves
2ce8ed25f8
Merge pull request #14125 from Atlante45/fix/mac-warnings
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Fix new Mac warnings
2018-10-20 13:40:53 -07:00
Sam Gateau
6005b934ad
Merge pull request #13979 from AndrewMeadows/game-loop-optimizations-001
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minor bug fix and optimization in ModelEntity animation
2018-10-19 17:02:48 -07:00
luiscuenca
31d099907a
Fix warnings
2018-10-19 14:00:52 -07:00
Anthony Thibault
ef74014075
Small avatars now have a minimum jump height of 0.25 meters
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This should improve the quality of the jump animation and improve the mobility of small avatars.
2018-10-19 13:55:56 -07:00
John Conklin II
4dec304d66
Merge pull request #14162 from luiscuenca/cleanElbowPoleVectorSmooth
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Clean up elbow smoothing code
2018-10-18 19:16:32 -07:00
luiscuenca
bb5c042f16
Blend network animation
2018-10-18 17:51:20 -07:00
Anthony Thibault
3e68a1d5a5
Merge branch 'master' into feature/acceleration-limit-filter
2018-10-18 16:51:57 -07:00
Sam Gondelman
e3543cf098
Merge branch 'master' into scriptvec3
2018-10-17 13:10:29 -07:00
Andrew Meadows
148944814b
consolidate two bad string checks into one
2018-10-17 11:45:39 -07:00
luiscuenca
078baa86e4
Sitting abort post transit animation
2018-10-16 13:16:01 -07:00
luiscuenca
7da5fa9ea7
Transit animations won't play, they just get sent over the network
2018-10-16 11:33:58 -07:00
Anthony Thibault
640ed6a32a
Added "Developer > Avatar > Show Tracked Objects" menu
2018-10-15 12:42:07 -07:00
Anthony Thibault
c0ceb713ec
Spine2 IKTarget now smoothly interpolates when ik target is disabled.
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Also all smooth ik interpolations use easeInExpo instead of linear curves.
2018-10-09 16:48:28 -07:00
Clement
8983fe2bcf
Fix new Mac warnings
2018-10-09 12:11:55 -07:00
Anthony Thibault
4e75123740
Blend between non-estimated and estimated hips in Rig
2018-10-09 10:51:03 -07:00
Anthony Thibault
0283c9fbdc
Added CriticallyDampedSpringPoseHelper to help smooth out hips.
2018-10-09 10:51:02 -07:00
unknown
1172e29d95
Clean up elbow smoothing code
2018-10-08 13:21:47 -07:00
SamGondelman
4024f2a180
fix various resourcecache bugs
2018-10-04 11:29:22 -07:00
Sam Gondelman
5b6e7b2566
Merge branch 'master' into scriptvec3
2018-10-02 08:58:04 -07:00
Anthony Thibault
b0cde2afcc
Small addition to Anim Stats
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* During a state machine interp the previous state now shows up in AlphaValues panel, with parentheses around the name.
* Added 3 new fields
* Position - in world coordinate frame.
* Heading - the facing angle in the world corrdinate frame.
* Local Vel - the velocity of the character in the local coordinate frame. (left, forward, up).
2018-09-14 15:05:17 -07:00
SamGondelman
c522d1bc93
merge with master
2018-09-14 00:57:13 -07:00
Anthony Thibault
5a059e9318
Fix for build failure on linux and android.
2018-09-07 09:44:19 -07:00
Anthony Thibault
acc7f1f168
Moved AnimStats into its own qml panels.
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Added state machine tracking as well.
2018-09-06 16:18:58 -07:00
Anthony Thibault
3a3ffcc98c
First pass at improving anim stats.
2018-09-05 18:14:06 -07:00
SamGondelman
589e88af4a
Merge remote-tracking branch 'upstream/master' into scriptvec3
2018-09-04 17:54:45 -07:00
SamGondelman
9b75c7e07f
trying to separate colors and vectors
2018-09-04 17:20:05 -07:00
Anthony Thibault
e210fadc7c
Fix for glitch when entering inAir state from takeoff.
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This was due to a frame lag of blend factor used for inAir blending. So the first frame the upward velocity would be 0, followed by 3.5 m/s the next frame.
This is fixed by using the workingVelocity instead of _lastVelocity to drive the blend.
2018-09-04 14:36:56 -07:00
Cristian Luis Duarte
4f3a730d6d
Android - Handshake implementation - two important notes - IK was disabled on android and this enables it (needs a well thought review) - TouchscreenVirtualPadDevice buttons code does not scale well, it needs a refactor
2018-08-29 18:53:14 -03:00
amantley
671bf32d58
removed whitespace
2018-08-23 17:36:35 -07:00
amantley
884be2f99d
removed comment and whitespace
2018-08-23 17:30:03 -07:00
amantley
0cc302f68c
set phase to 0.0
2018-08-23 17:28:38 -07:00
amantley
220dbf586f
set the phase to 0.0 when it is negative
2018-08-23 16:46:58 -07:00
SamGondelman
283c0c0311
s i m p l i f y
2018-08-23 11:47:56 -07:00
Sam Gondelman
f0986a7f5a
Merge branch 'master' into scriptvec3
2018-08-20 10:56:45 -07:00
John Conklin II
644ff1eafa
Merge pull request #13655 from amantley/animationBlendChanges
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New Default Strafe Animations Plus Animation Tuning Support
2018-08-10 15:03:30 -07:00
Anthony J. Thibault
3fa3cd8cfd
In CCD IK chains, remove the LeftHand and RightHand constraint completely.
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When used in combination with the elbow pole vector, this was causing the hand to never properly reach its rotation target.
It was also having side effects causing the elbow to never straighten properly to reach its position target.
There is possibly a bug in how this tip constraint is enforced and I've verified that there are no ill effects in removing it.
2018-08-08 13:56:47 -07:00
amantley
1353406254
more whitespace
2018-08-07 12:56:28 -07:00
amantley
4ad73fd821
removed whitespace
2018-08-07 12:51:23 -07:00
amantley
a61909446a
Merge remote-tracking branch 'upstream/master' into animationBlendChanges
2018-08-07 10:40:22 -07:00
amantley
84619e7adc
cleaned up to match coding standards
2018-08-07 10:40:11 -07:00
amantley
1ad6b041cd
updated the elipes equation code for determining the forward speed of the avatar. We can now set the max forward == walkSpeed, max side and backwards == walkBackwardsSpeed and the sprint speed == sprintSpeed
2018-08-06 18:36:32 -07:00
Anthony Thibault
079b276c2b
Merge pull request #13733 from luiscuenca/fixElbowPoleVector3
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Elbow pole vectors improvements
2018-08-06 17:33:03 -07:00
amantley
f1990378fd
merged the json from the ik 2 bone pr into the new animation json
2018-08-06 14:27:09 -07:00
Angus Antley
a63b213d65
fixed the weight calculation for the hand overlays. to do: check the blends in hmd mode
2018-08-06 15:18:17 +01:00
amantley
bac9d195be
working on the hand blend alphas, something is wrong with the print out
2018-08-03 17:56:49 -07:00
amantley
375d726535
added the new animations for strafe and walk to the resource file and updated the avatar-animation.json file
2018-08-03 16:48:43 -07:00
Sam Gondelman
7772e8adf2
Merge branch 'master' into scriptvec3
2018-08-03 14:57:49 -07:00
amantley
76b182f03b
added the hmd strafe to the rig code
2018-08-03 12:12:01 -07:00
amantley
096cb0db81
working on strafe left and right transitions
2018-08-02 13:32:06 -07:00
amantley
bd88d5f15b
merging with ik leg fix code in master
2018-08-02 09:48:04 -07:00
amantley
6b2c67e5bd
more doug support
2018-08-01 18:22:51 -07:00
John Conklin II
fd1a431729
Merge pull request #13689 from ctrlaltdavid/M15244
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Move scriptable caches' APIs into scripting interfaces
2018-08-01 11:50:13 -07:00
luiscuenca
fde77add79
Elbow pole vectors fixes
2018-08-01 11:49:18 -07:00
Anthony J. Thibault
fd780845bb
Code review feedback
2018-07-31 18:25:04 -07:00
SamGondelman
2ca217eb4a
merge with master
2018-07-30 17:43:15 -07:00
amantley
541d2deed5
added the parent alpha into the child animation weight, removed extra hand overlay print outs
2018-07-30 14:45:25 -07:00
Anthony J. Thibault
58f95bd07b
assert fix
2018-07-30 13:14:32 -07:00
Anthony J. Thibault
6a6ece8910
Warning fixes and whitespace cleanup
2018-07-30 11:49:44 -07:00
Anthony J. Thibault
401995fb06
Leg IK fixes
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Fixes for raising legs and sometimes squatting while in HMD mode.
2018-07-30 10:55:52 -07:00
amantley
637a214165
added the anim stack print out static object for the list of motion and weights
2018-07-27 17:25:00 -07:00
amantley
b28ce40f09
adding the anim stack print out feature half way done
2018-07-27 08:46:40 -07:00
David Rowe
9a9d190918
Remove unnecessary duplicate function
2018-07-26 20:26:13 +12:00
David Rowe
baf88ab508
Revise scriptable resource caches' interfaces
2018-07-26 16:12:16 +12:00
amantley
fee05b6b8d
debug of anim state machine tree traversal
2018-07-25 17:46:19 -07:00
David Rowe
16e06de9cd
Move scriptable caches into scripting interfaces
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Removed non-working getResource() API functions.
2018-07-25 22:10:14 +12:00
amantley
b91df1b2d4
cleaned up stray files and old hud code
2018-07-24 17:25:27 -07:00
amantley
04dbafeedc
removed the hard coded reference speeds in Rig.cpp. we now use the characteristic speeds from the avatar-animation.json file for blending. the computation of the blend alphas takes place in AnimBlendLinearMove.cpp
2018-07-24 17:13:57 -07:00
luiscuenca
e7d70a832d
Pole Vectors always calculated when arms are crossed
2018-07-24 08:58:17 -07:00
amantley
aa92865b21
added the code to display the alphas for the motion blends
2018-07-23 17:45:24 -07:00
luiscuenca
8f547d9bdd
fix warnings
2018-07-23 16:37:25 -07:00
luiscuenca
94bb8fc917
More unused code
2018-07-23 15:29:42 -07:00
luiscuenca
4a27189913
function consistancy
2018-07-23 14:27:55 -07:00
luiscuenca
2adb334034
unused code deleted
2018-07-23 14:25:30 -07:00
luiscuenca
9d2d7c3aa4
Redesign and enable hand's Pole Vectors for elbow simulation
2018-07-23 13:16:11 -07:00
amantley
65160e4513
changed the middle reference speed for forward movement so that run doesn't get blended into walk
2018-07-20 14:07:24 -07:00
amantley
6db108e78e
added a third reference speed to the lateral speeds in rig.cpp
2018-07-19 15:27:57 -07:00
SamGondelman
9929529f30
vec3 conversion
2018-07-11 14:18:22 -07:00
Anthony Thibault
f56c0a3a3f
Merge pull request #13502 from luiscuenca/eyelidFix
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Fix closed eyelids when head is tilted down
2018-07-05 08:50:22 -07:00
Anthony J. Thibault
3a88582f42
Bug fix for feet poleVector smoothing.
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This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
2018-07-02 15:16:47 -07:00
Anthony J. Thibault
fff4348a0f
Bug fix for poleVector smoothing
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Needs to occur in sensor space rather then avatar space.
2018-06-29 17:54:21 -07:00
luiscuenca
24d03ace4c
Changes from CR and decreased looking at angle to mitigate freaky eyes
2018-06-29 14:34:17 -07:00
Andrew Meadows
6331395a89
remove crash mode in invokable methods
2018-06-15 10:27:35 -07:00
Anthony J. Thibault
94c39bc4af
Better fix for looking down at your own body.
2018-06-05 14:43:33 -07:00
Anthony J. Thibault
c3d1daf855
Merge branch 'master' into nativeCGCode
2018-06-04 09:32:38 -07:00
David Rowe
e44e7ca35f
Fix up Resource and resource cache APIs' JSDoc
2018-05-21 11:57:16 +12:00
Anthony J. Thibault
ec638d9d91
Avatar can now look straight down without spinning 180.
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Also, come code clean up and removal of unnecessary Y_180 flips.
2018-05-14 13:48:04 -07:00
Clement
da9fb9c751
Fix non self-sufficient headers
2018-05-04 16:26:41 -07:00
David Rowe
e95c38d939
Merge branch 'master' into 21856-g
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# Conflicts:
# libraries/model-networking/src/model-networking/TextureCache.h
2018-05-03 21:03:14 +12:00
David Rowe
48632be3c2
Fix up cache APIs' JSDoc
2018-05-02 16:12:48 +12:00
David Rowe
1aa28b7f54
Merge remote-tracking branch 'upstream/master' into 21856-d
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# Conflicts:
# interface/src/LODManager.h
2018-05-02 07:50:55 +12:00
Oren Hurvitz
69b97b423f
Added a missing 'break' in AnimExpression::evalUnaryMinus()
2018-04-30 15:42:45 +03:00
David Rowe
2cc3ed6287
List which contexts each namespace and object is available in
2018-04-28 20:00:28 +12:00
David Rowe
08dc9b133f
Docs to JSDoc review
2018-04-26 21:10:28 +12:00
milad nazeri
23d07fa292
fixed spacing issue
2018-04-24 13:14:55 -07:00
milad nazeri
1121fe8da0
fix tabs
2018-04-23 21:47:53 -07:00
milad nazeri
4ac06fe99f
Updating previous jsdocs
2018-04-22 22:22:33 -07:00
milad nazeri
e9b9c05b5d
removed cruft
2018-04-22 08:51:47 -07:00
Anthony Thibault
dc9c9fd0ee
Merge pull request #12683 from hyperlogic/bug-fix/reduce-elbow-flapping
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Reduce avatar elbow fluttering by disabling pole vectors
2018-04-02 10:51:28 -07:00
John Conklin II
563ff61325
Merge pull request #12661 from SamGondelman/android
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Android: Stats, disable IK, reduce impact of InputRecorder
2018-03-23 11:08:50 -07:00
Anthony J. Thibault
f19b1d9890
Fix for character walk animations in desktop mode.
2018-03-20 18:12:55 -07:00
Anthony J. Thibault
69f462baeb
Disable elbow pole vectors, solve from joint limit centers.
2018-03-19 18:53:00 -07:00
SamGondelman
06c0b3afd3
disable IK on android, input recorder doesn't do anything if off
2018-03-16 16:52:12 -07:00
Anthony J. Thibault
f6c4f6b9c4
Fix for arm IK jitter
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When in HMD mode, holding your hand controller in front of your face, would often result in a 1-2 mm pop in wrist position.
This was due to a problem in the IK elbow constraint.
When the swing rotation out of the elbow's reference frame was close to but not exactly identity it would not be properly constrainted.
But when the magnitude of that swing became big enough the constraint would engage.
This small change in swing rotation was noticable as a 1-2 mm movement in the wrist.
2018-03-15 13:06:27 -07:00
David Rowe
75189e292d
Fix OSX / Linux warning
2018-03-13 10:22:50 +13:00
David Rowe
945858876e
Use std::vector<> instead of QVector
2018-03-13 09:53:25 +13:00
David Rowe
5acc605ba0
Fix OSX / Linux warning
2018-03-12 16:03:31 +13:00
David Rowe
957d39b0b1
Fix rotation and position of meshes attached to eye joints
2018-03-11 14:49:23 +13:00
Seth Alves
bf73df1265
more logging for fogbugz 11748
2018-02-20 15:45:47 -08:00
John Conklin II
309c2ecba1
Merge pull request #12239 from druiz17/fix-camera-update
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Do not override sensorToWorldMatrix if animGraph is loading or failed to load
2018-02-13 15:10:13 -08:00
John Conklin II
d084e58f48
Merge pull request #12328 from Atlante45/fix/misc-bugs
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Misc bug fixes
2018-02-12 14:31:38 -08:00
Dante Ruiz
d381beb213
cleaning up code
2018-02-12 10:53:42 -08:00
Dante Ruiz
0c5c4679fb
Merge branch 'master' of github.com:highfidelity/hifi into fix-camera-update
2018-02-05 14:25:54 -08:00
Anthony Thibault
819af96fcc
Merge pull request #12331 from ctrlaltdavid/21732
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Fix scaling of avatar submeshes attached to joints
2018-02-05 10:19:18 -08:00
David Rowe
9818674549
Fix scaling of avatar submeshes attached to joints
2018-02-03 15:06:47 +13:00
Dante Ruiz
d593e7107c
fix merge conflict
2018-02-02 13:29:31 -08:00
Atlante45
8ebb3e52d8
Misc bug fixes
2018-02-02 13:10:49 -08:00
John Conklin II
cbdbf51ccd
Merge pull request #12317 from hyperlogic/feature/remove-ik-hips-offset
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Removal of hips offset shifting from AnimInverseKinematics node
2018-02-01 15:30:08 -08:00
Anthony J. Thibault
b23f98b311
Removal of hips offset shifting from AnimInverseKinematics node
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With the addition of the hips IK target, the hips offset shifting code is no longer necessary.
This PR should not effect any behavior, but it removes this unused code from the animation system.
2018-01-31 17:56:33 -08:00
Anthony J. Thibault
ed67a5b408
Fix avatars with extra joints during mirrored animations
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When the avatar is rotated it will play a mirrored and non mirrored versions of the rotation animation.
The mirrored version would also mirror extra joints on the model, yielding unexpected results.
This refines the logic that determines which joints are NOT mirrored, so that extra joints
remain unaffected by the mirrored animation playback.
2018-01-30 16:51:39 -08:00
Seth Alves
b6f7d2eb89
print warnings if head position contains not-a-number
2018-01-25 15:15:59 -08:00
Dante Ruiz
b7ba7862aa
give animGrapgh loader a high priority
2018-01-24 11:18:42 -08:00
Anthony J. Thibault
cd4d9255bd
Added defaultPoseFlags to avatar protocol
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Change rotationSet to rotationIsDefaultPose for JointData
Also for translation. Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
2018-01-19 15:34:27 -08:00
Seth Alves
33c586de60
Merge pull request #12188 from hyperlogic/feature/small-anim-refactor
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Remove dangerous "Use Anim Pre and Post Rotations" menu item
2018-01-17 13:41:51 -08:00
Anthony J. Thibault
bc587bf6d8
Removal of legacy Rig methods
2018-01-16 18:19:35 -08:00
Anthony J. Thibault
576273efe3
Remove Rig::restoreJointPosition and references to it.
2018-01-16 18:01:58 -08:00
Anthony J. Thibault
1027025b5c
remove bind poses from AnimSkeleton.
2018-01-16 17:41:25 -08:00
Anthony J. Thibault
51ea2632c0
Remove Avatar UseAnimPreAndPostRotations option.
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This should always be true and can lead to hard to diagnose bugs if it is ever set to false.
2018-01-16 17:27:19 -08:00
humbletim
08ccda9cfc
rename libraries/model(src/model) -> libraries/graphics(src/graphics)
2018-01-16 12:44:44 -05:00
Anthony Thibault
0a54241fe3
Merge pull request #12092 from hyperlogic/feature/dual-quat
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Fix tootsie roll wrists and shoulders with dual quaternion skinning
2018-01-12 16:30:03 -08:00
Anthony J. Thibault
bfd18e3696
unused variable warning fix
2018-01-12 09:07:50 -08:00
Anthony J. Thibault
983e1fe075
warning fixes: removed unused variable.
2018-01-11 17:57:58 -08:00
Anthony J. Thibault
4e4ac6c54d
Merge branch 'master' into bug-fix/elbow-glitch-fix
2018-01-11 17:57:41 -08:00
Anthony J. Thibault
7753b8a0b5
Merge branch 'master' into feature/dual-quat
2018-01-11 17:31:29 -08:00
Anthony J. Thibault
467a7eaf2d
Fix for elbow glitches
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The pole vector constraint calculation within the IK system would sometimes compute the incorrect rotations.
This would be visible as an instantaneous snap of the elbow joint as the bicep was curled.
When applying pole vector constraints, there needs to be two methods of determining the current orientation of the elbow joint.
One for when the arm/elbow joint is bent, and one for when the arm/elbow is straight.
Previously, the way we would switch between these two solutions could cause a large rotation delta to accur between very small angles.
Now we use the more accurate method (1) more often, and we smoothly blend between the solutions as the joint gets straighter.
2018-01-11 15:40:53 -08:00
Anthony J. Thibault
ae997928c1
Bug fix to prevent wrists entering the avatar's torso.
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This was inadvertently disabled in PR #11978 .
2018-01-10 11:51:44 -08:00
Anthony J. Thibault
d08f94a74d
Code review feedback
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* Removed AnimPose::fuzzyEqual
* Fixed DualQuaternion ctor
2018-01-08 13:36:23 -08:00
Anthony J. Thibault
515d13a4c1
WIP checkpoint
2018-01-04 16:09:08 -08:00
Anthony J. Thibault
565875e823
WIP first attempt at dual quat skinning
2018-01-04 16:09:02 -08:00
Anthony J. Thibault
e2df9e29e2
Fix for crash in AnimSkeleton::getNumJoints()
...
When initAnimGraph is called it asynchronously loads the Animation graph in the background.
If the model url is changed, or the Model is deleted in between the initial load and it's completion,
It's possible to access a bad Rig::_animSkeleton pointer.
The fix is to hold onto the _animSkeleton pointer via a weak ref.
2017-12-15 16:46:27 -08:00
Anthony J. Thibault
9f54ce55f3
Change domain setting from min/max avatar scale to min/max avatar height
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* Domain settings version has been bumped from version 2.0 to 2.1
* Old domain settings for avatar scale will be auto-converted to avatar height
* Avatar code has been changed so that limitDomainScale() works with the new height limits
* Avatar getUnscaledEyeHeight() was added to C++.
* MyAvatar.getHeight() was added to JS.
2017-11-21 13:25:47 -08:00
luiscuenca
bf0d55aa98
9267 Fix not restoring animations after changing view modes
2017-11-15 15:04:24 -07:00
Anthony J. Thibault
4169e11e77
Merge branch 'master' into bug-fix/div-by-zero
2017-11-10 10:15:26 -08:00
Anthony J. Thibault
9724a5e5b8
Fix for address sanitizer warning
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This fixes a potential null pointer dereference.
2017-11-09 10:53:36 -08:00
luiscuenca
81509b3e92
coding standard
2017-11-02 10:34:57 -07:00
luiscuenca
9e0e1ab5a5
erase comment
2017-11-01 19:56:16 -07:00
luiscuenca
e201e82ec2
formatting
2017-11-01 19:45:56 -07:00
luiscuenca
6a2dc38fdd
restoring previous roles
2017-11-01 19:38:37 -07:00
luiscuenca
da63e85699
Bug 8270 fixed
2017-11-01 09:17:04 -07:00
Andrew Meadows
c79bf3bc04
cleanup WANT_DETAILED_PROFILING
2017-10-19 14:31:50 -07:00
Andrew Meadows
339edc67c8
ifdef out more per-frame-per-entity profiling
2017-10-16 17:27:53 -07:00
Anthony J. Thibault
fe57a20979
div by zero fix
2017-10-10 16:22:49 -07:00
Anthony J. Thibault
18d723b6b4
div by zero fixes, detected by address sanitizer
2017-10-10 16:17:39 -07:00
SamGondelman
a6f2545511
fix local t pose
2017-10-03 12:51:37 -07:00
SamGondelman
b8ea6c22fa
no tpose when switching avatars
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(cherry picked from commit fcfac9efc0
)
2017-09-29 13:47:09 -07:00
SamGondelman
306cf883fe
don't reload animGraph if url didn't change
2017-09-26 18:18:41 -07:00
Anthony J. Thibault
573985c7c9
Merge branch 'master' into feature/ant-man
2017-08-28 09:27:04 -07:00
Anthony J. Thibault
5042b90052
Rig: Fix for debug mode assert
2017-08-24 10:47:48 -07:00
Brad Hefta-Gaub
afce8b547a
Merge pull request #11197 from hyperlogic/bug-fix/prevent-rig-crash-in-lambda
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Rig: Use a registry to prevent use after free crashes/corruption
2017-08-23 15:09:28 -07:00
Anthony J. Thibault
aef19c6f97
Rig: Use a registry to prevent use after free crashes/corruption
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Create a global registry to hold all the currently active Rig instances.
Use this registry and it's mutex to prevent accessing the rig after it has already been destroyed,
or is in the process of being destroyed on the main thread.
2017-08-15 18:28:51 -07:00
Anthony J. Thibault
e9b8e5431d
Fix for incorrectly scaled bounding volumes when switching avatars
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Make sure to explicitly set the _geometryToRigTransform in Rig::initJointStates().
This should fix small bounding volume when switching from the Gamebot avatar (which has 0.008 scaling)
to another avatar (which ususally have 0.01 scaling).
2017-08-15 17:26:51 -07:00
Anthony J. Thibault
f46198c2fd
Simplified/Improved avatar capsule calculation
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IK is no longer performed during capsule calculation, This fixes an issue with the mannequin avatar in the marketplace.
Specifically, it was causing the hips to rise during IK which would result in an incorrectly sized and offset capsule.
2017-08-15 13:48:10 -07:00
Anthony J. Thibault
04006a9f76
code review feedback
2017-08-15 11:19:41 -07:00
Anthony J. Thibault
cd57c0706a
more warning fixes
2017-08-11 17:46:50 -07:00
Anthony J. Thibault
9e1218b4a4
Use k-dop collision to prevent hands from entering body.
2017-08-11 14:50:00 -07:00
Anthony J. Thibault
25b5cb4762
Switch order of precondition and setSecondaryTargets
2017-08-01 13:17:33 -07:00
Anthony J. Thibault
2a45c6d3dc
Removed eigen dependency, fixed Debug Draw IK Chains
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Also, clarified for special case for secondary shoulder joint look-at constraint.
2017-07-26 16:55:12 -07:00
Anthony J. Thibault
c81875a280
Improved shoulder calibration using hard-coded measured shoulder width
2017-07-25 15:50:44 -07:00
Anthony J. Thibault
33a1d6e225
Merge branch 'master' into feature/secondary-pose-support
2017-07-24 17:27:33 -07:00
Anthony J. Thibault
9f6641ed10
Shoulder puck calibration work in progress
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* AnimInverseKinematics: debug draw for secondary targets
* AnimInverseKienmatics: better clean up of ik target debug draw
* GeometryUtil: added findPlaneFromPoints()
* ViveControllerManager: external dependency on eigen
* ViveControllerManager: record history of left/right hand controllers
* ViveControllerManager: use history to determine user shoulder location for better calibration
* ViveControllerManager: pass defaultToReferenceMat by const ref to calibrate functions.
* CMake: added external depenency to eigen linear algebra library.
2017-07-24 17:22:48 -07:00
Andrew Meadows
5a4f56388b
Merge pull request #10881 from hyperlogic/feature/smooth-ik-chains
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Smooth IK when trackers are disabled / enabled.
2017-07-14 16:59:30 -07:00
Anthony J. Thibault
de199bff9d
code review feedback
2017-07-14 09:47:37 -07:00
Anthony J. Thibault
c85e187c61
first stab at secondary target pose support
2017-07-13 18:12:33 -07:00
Anthony J. Thibault
b0177c2522
remove comment, it does indeed work
2017-07-10 16:25:37 -07:00
Anthony J. Thibault
1cdc0071f3
Fixed issue with hips and chest not ramping off properly.
2017-07-10 16:17:25 -07:00
Anthony J. Thibault
bd8d6280a8
Interpolate out of ik chains when they are disabled
2017-07-07 09:29:57 -07:00
Seth Alves
15d379cc5a
coding style
2017-07-06 17:36:28 -07:00
Seth Alves
24c8267030
in Rig joint accessors, if on the Rig's thread use internalPoseSet, else use external
2017-07-06 13:22:14 -07:00
Seth Alves
e9bdbd7715
Merge branch 'calvin' of github.com:samcake/hifi into faster-getters-on-avatar-for-scripts
2017-07-06 11:09:38 -07:00
Anthony J. Thibault
06d512dab9
Warning fixes
2017-07-05 10:43:24 -07:00
Anthony J. Thibault
56cd31e92d
Merge branch 'master' into feature/smooth-ik-chains
2017-07-05 09:33:22 -07:00
Anthony J. Thibault
1a24d4d8ec
added safeLerp, shortest angle quat lerp with post normalize
2017-07-05 09:31:02 -07:00
Anthony J. Thibault
7ed1382ac9
ik level interpolation of incoming targets
2017-07-03 16:32:46 -07:00
Anthony J. Thibault
2f6a37ee53
Removed interpolation of hand controllers
2017-07-03 16:31:05 -07:00
Anthony J. Thibault
aba164b26e
more clean up of Rig::computeAvatarBoundingCapsule
2017-06-30 13:27:53 -07:00
Anthony J. Thibault
237872e477
sizes and order of IKTargetVarVec and IKTargetVec are now the same.
...
Also, A change in how the bone name to bone index lookup occurs exposed a bug
in Rig::computeAvatarBoundingCapsule(), basically it was not actually preforming IK,
and the ik targets were in the wrong coordinate frame. So when IK was actually
performed it would give bad results. This bug is now fixed.
2017-06-30 12:47:01 -07:00
Brad Davis
6fc82bb351
Switch to preprocessor macro for blocking invokes to capture function information
2017-06-30 11:36:24 -07:00
Anthony J. Thibault
75e1a4a1e6
Refactor of JointChainInfo data structure
2017-06-30 09:28:39 -07:00
Anthony J. Thibault
c7e4bf931b
WIP: first steps toward smoothing ik chains
2017-06-30 09:28:38 -07:00
Brad Davis
b52dd7b822
Don't use blocking connections on the main thread
2017-06-29 20:45:17 -07:00
Sam Gateau
f7a3b3a411
Experimenting faster getters on Avatar for scripts
2017-06-29 15:55:47 +02:00
Clément Brisset
a2c15c9794
Merge pull request #10770 from jherico/fix_deps_1
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Cleanup entity dependencies
2017-06-28 10:48:58 -07:00
Brad Davis
8130a91b8c
Cleanup entity dependencies
2017-06-27 19:15:49 -07:00
Anthony J. Thibault
d4122cff5a
warning fix
2017-06-27 11:29:08 -07:00
Anthony J. Thibault
2814c94582
Hips should no longer waggle when feet are active
2017-06-26 17:43:51 -07:00
Anthony J. Thibault
8602d57a57
Eliminated to wiggle while pucks are enabled.
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* Added new anim node AnimDefaultPose
* AnimNodeLoader was changed to support the addition of the AnimDefaultPose node
* Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose".
* Rig uses this to fade in default pose for the toes when the hip/feet puck are active.
This effectively deadens the toe animations, without effecting the hand animations.
* Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.
2017-06-26 14:09:10 -07:00
Anthony J. Thibault
b8c638b2b7
warning fixes
2017-06-23 14:36:59 -07:00
Anthony J. Thibault
f320610681
opened up shoulder constraint + other fixes
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* bent elbows will be away from the body a bit more.
* sped up smoothing of pole vectors
2017-06-23 14:06:00 -07:00
Anthony J. Thibault
54af6af651
Fix for pole vector stability and knee pole vector computation
2017-06-23 10:38:21 -07:00
Anthony J. Thibault
2dcca2125b
Merge branch 'master' into feature/pole-vector
2017-06-21 15:50:03 -07:00
Anthony J. Thibault
0f51236fb0
Rig.cpp: take avatar scale into account when computing elbow pole vector
2017-06-21 14:36:42 -07:00
Anthony J. Thibault
1979ed7f3a
Disable elbow pole vector if arm/shoulder pucks are enabled
2017-06-19 16:58:11 -07:00
Anthony J. Thibault
c236afe68c
Simplify passing data from MySkeletonModel to Rig
2017-06-19 16:54:39 -07:00
Anthony J. Thibault
6bbc5bfbea
formatting on initializers
2017-06-19 13:42:39 -07:00
Brad Davis
ed6620fc51
Merge pull request #10718 from jherico/frame_thread
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Cleanup and refactoring
2017-06-19 13:31:44 -07:00
Anthony J. Thibault
3f5aba2655
improved elbow pole vector calculation
...
Also, pole vectors are blended spherical linearly, this might help fast moving
pole vectors from rotating too quickly.
2017-06-19 13:21:12 -07:00
Anthony J. Thibault
81852cd91c
warning fixes
2017-06-16 18:15:41 -07:00
Anthony J. Thibault
323dc62ef2
Merge branch 'master' into feature/pole-vector
2017-06-16 17:37:11 -07:00
Anthony J. Thibault
e7991579ef
Enabled elbow pole vectors
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There are still some issues with rotations of the elbow pole vectors.
* When the (hand - shoulder) vector approaches the normal vector used in Rig::calculateElbowPoleVector() unexpected twists can occur.
* Also, when the (hand - shoulder) vector approaches zero, the IK system starts to flutter between two states.
* The shoulder twist constraint probably needs to be opened up for more natural range of motion.
2017-06-16 17:29:56 -07:00
Brad Davis
a69cf31f4b
PR feedback and cmake fixes
2017-06-16 16:59:58 -07:00
Anthony J. Thibault
cdfba52488
precondition initial solution before solving to reduce limb locking.
2017-06-15 15:02:42 -07:00
Anthony J. Thibault
fac21033e7
Fixed matthew sitting pose by opening up UpLeg twist constraint to +- 90 degrees.
2017-06-14 11:53:54 -07:00
Anthony J. Thibault
10f94c2d60
Fixed pole vectors on straight limbs by using reference vector
2017-06-14 11:35:53 -07:00
David Rowe
570ec8457d
Refactor
2017-06-14 10:45:30 +12:00
Anthony J. Thibault
f20c03fa6e
Pole vectors can be controlled via anim vars.
2017-06-13 15:36:05 -07:00
David Rowe
5eee2d8352
Code review
2017-06-13 12:39:46 +12:00
Anthony J. Thibault
7521d6124e
WIP: added blend between hips and foot for knee pole vector
2017-06-12 17:23:23 -07:00
Anthony J. Thibault
0cde22d937
Bug fix for pole constraint on legs
2017-06-12 12:13:03 -07:00
David Rowe
3e126c0517
Smoothly ease hands from uncontrolled to controlled positions
2017-06-12 17:14:13 +12:00
Anthony J. Thibault
e8ca1a3060
WIP: added magnitude to damping rotation near singularities.
...
Also knee pole constraints don't work.. why?
2017-06-09 18:09:38 -07:00
Anthony J. Thibault
bb45fe0388
WIP, straight arm still rotates..
2017-06-09 09:48:03 -07:00
Anthony J. Thibault
02f06d4d4e
WIP pole vectors work.. but still have issues...
2017-06-09 09:48:02 -07:00
Anthony J. Thibault
6564cfd5d1
WIP
2017-06-09 09:48:00 -07:00
Anthony Thibault
e3c342aa77
Merge pull request #10595 from hyperlogic/feature/spine-spline
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Spline IK target support
2017-06-08 18:09:55 -07:00
Anthony J. Thibault
8334dff610
compute rotation from derivative of spline
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This should fix bad rotation values for the spine during bowing/touching toes.
2017-06-08 15:00:12 -07:00
Anthony J. Thibault
606c6415ae
Merge branch 'master' into feature/spine-spline
2017-06-07 10:53:46 -07:00
David Rowe
5cb1918b80
Simplify code
2017-06-06 13:26:16 +12:00
David Rowe
ad848706ec
Merge branch 'master' into 21202
2017-06-06 11:18:31 +12:00
Andrew Meadows
793ed1313d
change variable name for more readable code
2017-06-05 10:30:52 -07:00
Andrew Meadows
1621d31a8e
cleanup usage of GLMHelpers::generateBasisVectors()
2017-06-05 08:54:05 -07:00
Anthony J. Thibault
2422c7e1bb
code review feedback
2017-06-02 15:47:51 -07:00
Anthony J. Thibault
551426f46e
Made computeSplineJointInfosForIKTarget more general
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It should now work for non-vertical oriented splines.
2017-06-01 13:56:06 -07:00
Anthony J. Thibault
f99b579c14
added some docs
2017-06-01 13:38:18 -07:00
Anthony J. Thibault
226855b2b9
Bug fixes and cleanup
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* Bug fix for problem when chest target is enabled but hips target is not.
* centralized the two computeSplineFromTipAndBase functions into one.
* Removed dead code
2017-06-01 13:20:50 -07:00
Anthony J. Thibault
813feeb8fd
Limit spine spline compression/stretch to 15%
2017-06-01 08:56:42 -07:00
David Rowe
47e65e942e
Gradually relax hands from controlled positions when lose tracking
2017-06-01 23:42:08 +12:00
David Rowe
95aab28e91
Disable unused code
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Keep for future experimentation per other commented-out code in method
2017-06-01 18:13:57 +12:00
Anthony J. Thibault
d3ca34956d
Fix spline interpolation the wrong way when bending backward.
2017-05-31 16:58:17 -07:00
Anthony J. Thibault
cff42ab9b0
Working spline spline.
2017-05-30 19:01:52 -07:00
Anthony J. Thibault
d4dbd94a35
Compute defaultSpineSplineto defaultPose offset
2017-05-30 14:25:32 -07:00
Anthony J. Thibault
39c23bfe2f
revision of spine spline rotation calculation
2017-05-30 14:25:30 -07:00
Anthony J. Thibault
fc12d7547a
Addition of CubicHermiteSpline helper classes.
2017-05-30 14:25:29 -07:00
Dante Ruiz
d317d9236f
made requested changes
2017-05-26 16:40:21 +01:00
Dante Ruiz
0fdf136251
got the shoulders working
2017-05-24 19:31:48 +01:00
Dante Ruiz
ac3c9655ec
added arms
2017-05-24 01:28:08 +01:00
Anthony J. Thibault
06c26f029a
Merge branch 'master' into feature/faster-ik-iterations
2017-05-23 09:10:17 -07:00
Andrew Meadows
7b879a7964
Model has a Rig rather than a RigPointer
2017-05-19 13:24:16 -07:00
Anthony J. Thibault
621d94eb91
removed temp comments
2017-05-19 10:38:16 -07:00
Anthony J. Thibault
e99001d86c
debug draw ik chains, bug fix for flex coef on tips
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And opened up hip constraints.
2017-05-18 16:29:55 -07:00
Anthony J. Thibault
87adeb0565
apply flexCoeff to tip of joint chain as well.
2017-05-18 11:26:49 -07:00
Anthony J. Thibault
abe19310da
WIP: checkpoint of ik changes
2017-05-18 11:26:48 -07:00
Anthony J. Thibault
0018224fef
moar warning fixes
2017-05-17 16:23:39 -07:00
Anthony J. Thibault
78dd30f656
macosx warning fix
2017-05-17 15:22:39 -07:00